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MORDENKAINEN PRESENTS

MONSTERS OF THE MULTIVERSE

&

Credits Lead Designer: Jeremy Crawford Art Directors: Emi Tanji, Kate Irwin

This book is a revision of content that originally appeared in the books Volo’s Guide to Monsters (2016) and Mordenkainen's Tome of Foes (2018). It also includes revised options from Princes of the Apocalypse (2015), Eberron: Rising from the Last War (2019), and Mythic Odysseys ofTheros (2020). Original Design: Jeremy Crawford, Adam Lee, Mike Mearls, Christopher Perkins, Ben Petrisor, Sean K Reynolds, Robert J. Schwalb, Matt Sernett, Chris Sims, Nolan Whale, Steve Winter Revision Design: Sydney Adams, Judy Bauer, Jeremy Crawford, Makenzie De Armas, Dan Dillon, Ari Levitch, Ben Petrisor, Taymoor Rehman Editing: Judy Bauer, Michele Carter, Kim Mohan, Christopher Perkins Graphic Designers: Trystan Falcone, Emi Tanji Cover Illustrator: Joy Ang Interior Illustrators: Dave Allsop, Tom Babbey, John-Paul Balmet, Thomas M. Baxa, Mark Behm, Eric Belisle, Michael Berube, Mike Bierek, Jared Blando, Zoltan Boros,

Christopher Bradley, Alix Branwyn, Aleksi Briclot, IP Dmitry Burmak, Filip Burburan, Christopher Burdett, Sidharth Chaturvedi, Jedd Chevrier, Conceptopolis, Daarken, Nikki Dawes, Eric Deschamps, Simon Dominic, Dave Dorman, Nicholas Elias, Wayne England, Jason Felix, Justin Gerard, Justyna Gil, Lars Grant-West, Jon Hodgson, Ralph Horsley, Tyler Jacobson, Mike Jordana, Vance Kelly, Julian Kok, Michael Komarck, Daniel Landerman, Oily Lawson, Daniel Ljunggren, Valera Lutfullina, Warren Mahy, Lorenzo Mastroianni, Brynn Metheney, Aaron Miller, Francisco Miyara, Caio Monteiro, Scott Murphy, Marta Nael, Marco Nelor, Jim Nelson, Adam Paquette, PINDURSKI, Claudio Pozas, April Prime, Grzegorz Rutkowski, Marc Sasso, Chris Seaman, Ilya Shkipin, Rudy Siswanto, David Sladek, Craig J Spearing, Bryan Sola, Zack Stella, Sarah Stone, Philip Straub, Arnie Swekel, Thom Tenery, David A. Trampier, Cory Trego-Erdner, Beth Trott, Brian Valeza, Randy Vargas, Franz Vohwinkel, Anthony S. Waters, Campbell White, Richard Whitters, Eva Widermann, Sam Wood, Shawn Wood, Ben Wootten, Zuzanna Wuuyk, Min Yum Project Engineer: Cynda Callaway Imaging Technician: Kevin Yee Prepress Specialist: Jefferson Dunlap

D&D Studio Executive Producer: Ray Winninger Principal Designers: Jeremy Crawford, Christopher Perkins Design Manager: Steve Scott Design Department: Sydney Adams, Judy Bauer, Makenzie De Armas, Dan Dillon, Amanda Hamon, Ari Levitch, Ben Petrisor, Taymoor Rehman, F. Wesley Schneider, James Wyatt Senior Art Director: Richard Whitters Art Department: Trystan Falcone, Kate Irwin, Emi Tanji, Shawn Wood, Trish Yochum Senior Producer: Dan Tovar Producers: Bill Benham, Robert Hawkey, Lea Heleotis Director of Product Management: Liz Schuh Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross

Marketing

On the Cover

Director of Global Brand Marketing: Brian Perry Global Brand Manager: Shelly Mazzanoble Senior Marketing Communications Manager: Greg Tito Community Manager: Brandy Camel

A celestial ki-rin soars into the air, bringing hope to the multiverse in this painting by Joy Ang.

620D0149000003 EN ISBN: 978-0-7869-6743-8 First Printing: October 2021 987654321

Disclaimer: We asked the wizard Mordenkainen to write a humorous disclaimerfor this book. We received this response: "The day I start writingfrivolous disclaimers for game manuals is the day I retire from wizardry and abandon all self-respect." Mordenkainen's ri­ val wizard Tasha apparently intercepted our request and sent us this note: "Mordenkainen lost his sense of humor somewhere between the City of Greyhawk and the Astral Plane. Keep your chins up, my dearest ones. The multiverse is filed with horrors, many of which are detailed in this book. Marshal your laughter and a few good spells. If we’re going to be devoured, better to face the darkness with a smile."

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Dungeon Master, Player's Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

Printed in China. ©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA. Rue Emile-Bo^chat 31.2800 Delemont. CH. Represented by: Hasbro. De Entree 240. 1101 EE Amsterdam, NL. Hasbro UK Ltd., P.O. 8ox 43 Newport, NP19 4YH, UK.

Contents Using This Book......................................4

Chapter 1: Fantastical Races.............5 Creating Your Character.......................... 5 Aarakocra..................................................6 Aasimar..................................................... 7 Bugbear..................................................... 8 Centaur..................................................... 9 Changeling.............................................. 10 Deep Gnome........................................... 11 Duergar................................................... 12 Eladrin.................................................... 13 Fairy......................................................... 14 Firbolg..................................................... 15 Genasi, Air.............................................. 16 Genasi, Earth......................................... 17 Genasi, Fire............................................ 17 Genasi, Water......................................... 17 Githyanki.................................................18 Githzerai..................................................19 Goblin......................................................20 Goliath..................................................... 21 Harengon................................................ 22 Hobgoblin............................................... 23 Kenku...................................................... 24 Kobold..................................................... 25 Lizardfolk............................................... 26 Minotaur................................................. 27 Orc........................................................... 28 Satyr........................................................29 Sea Elf..................................................... 30 Shadar-kai...............................................31 Shifter..................................................... 32 Tabaxi...................................................... 33 Tortle.......................................................34 Triton.......................................................35 Yuan-ti..................................................... 36 Chapter 2: Bestiary........................... 37 Abishai, Black......................................... 38 Abishai, Blue........................................... 39 Abishai, Green........................................ 40 Abishai, Red............................................40 Abishai, White........................................ 41 Alhoon..................................................... 43 Alkilith....................................................44 Allip......................................................... 45 Amnizu.................................................... 46 Annis Hag............................................... 47 Archdruid............................................... 48 Archer...................................................... 49 Armanite................................................. 50 Astral Dreadnought............................... 51 Babau....................................................... 52 Bael......................................................... 54 Balhannoth.............................................55 Banderhobb.............................................56 Baphomet............................................... 58 Bard........................................................ 59 Barghest................................................. 60 Berbalang............................................... 61 Bheur Hag.............................................. 62 Blackguard............................................. 63 Bodak..................................................... 64

Boggle..................................................... 65 Boneclaw................................................ 66 Bulezau................................................... 67 Cadaver Collector.................................. 68 Canoloth................................................. 69 Catoblepas...............................................70 Cattle.......................................................71 Aurochs............................................... 71 Deep Rothe.......................................... 71 Ox......................................................... 72 Stench Kow......................................... 72 Cave Fisher............................................. 73 Champion................................................74 Chitine..................................................... 75 Choker..................................................... 76 Choldrith................................................. 77 Clockwork Bronze Scout....................... 79 Clockwork Iron Cobra........................... 79 Clockwork Oaken Bolter....................... 80 Clockwork Stone Defender................... 80 Cloud Giant Smiling One...................... 81 Corpse Flower........................................82 Cranium Rat...........................................83 Cranium Rats, Swarm of.......................83 Darkling..................................................84 Darkling Elder........................................84 Death Kiss.............................................. 85 Deathlock............................................... 86 Deathlock Mastermind......................... 87 Deathlock Wight.................................... 87 Deep Scion............................................. 88 Demogorgon...........................................90 Derro.......................................................91 Derro Savant.......................................... 92 Devourer................................................. 93 Dhergoloth............................................. 94 Dinosaurs............................................... 95 Brontosaurus...................................... 95 Deinonychus........................................ 95 Dimetrodon......................................... 95 Hadrosaurus....................................... 96 Quetzalcoatlus.................................... 96 Stegosaurus........................................ 96 Velociraptor......................................... 96 Dolphin................................................... 97 Dolphin Delighter.................................. 97 Draegloth................................................ 98 Drow Arachnomancer........................... 99 Drow Favored Consort.........................100 Drow House Captain............................101 Drow Inquisitor.................................... 102 Drow Matron Mother........................... 104 Drow Shadowblade.............................. 105 Duergar Despot.................................... 107 Duergar Kavalrachni........................... 107 Duergar Mind Master.......................... 108 Duergar Soulblade............................... 109 Duergar Stone Guard...........................110 Duergar Warlord................................... Ill Duergar Xarrorn................................... Ill Duergar Hammerer............................. 112 Duergar Screamer............................... 112

Dybbuk................................................. 113 Eidolon................................................. 114 Eladrin, Autumn................................... 115 Eladrin, Spring.....................................116 Eladrin, Summer.................................. 116 Eladrin, Winter..................................... 117 Elder Brain............................................120 Elder Tempest...................................... 121 Elemental Myrmidon, Air.................... 122 Elemental Myrmidon, Earth............... 122 Elemental Myrmidon, Fire.................. 123 Elemental Myrmidon, Water................123 Fire Giant Dreadnought...................... 124 Firenewt Warlock of Imix.................... 125 Firenewt Warrior.................................. 125 Flail Snail............................................. 126 Flind....................................................... 127 Fraz-Urb’luu.......................................... 129 Froghemoth.......................................... 130 Frost Giant Everlasting One................131 Frost Salamander................................ 132 Gauth..................................................... 133 Gazer..................................................... 134 Geryon................................................... 136 Giant Strider......................................... 137 Giff......................................................... 138 Girallon................................................. 139 Githyanki Gish..................................... 140 Githyanki Kith’rak................................ 140 Githyanki Supreme Commander...... 141 Githzerai Anarch.................................. 142 Githzerai Enlightened.......................... 143 Gnoll Flesh Gnawer............................. 144 Gnoll Hunter......................................... 144 Gnoll Witherling................................... 145 Gray Render.......................................... 146 Graz’zt................................................... 148 Grung.................................................... 149 Grung Elite Warrior............................. 150 Grung Wildling.................................... 150 Guard Drake......................................... 151 Hellfire Engine..................................... 152 Hobgoblin Devastator.......................... 153 Hobgoblin Iron Shadow....................... 154 Howler................................................... 155 Hutijin.................................................... 157 Hydroloth.............................................. 158 Juiblex.................................................... 160 Ki-rin..................................................... 162 Kobold Dragonshield........................... 163 Kobold Inventor....................................164 Kobold Scale Sorcerer......................... 165 Korred................................................... 166 Kraken Priest....................................... 167 Kruthik, Young..................................... 168 Kruthik, Adult....................................... 169 Kruthik Hive Lord................................ 169 Leucrotta............................................... 170 Leviathan............................................... 171 Martial Arts Adept................................ 172 Marut..................................................... 173 Master Thief.......................................... 174

Maurezhi............................................... 175 Maw Demon.......................................... 176 Meazel................................................... 177 Meenlock.............................................. 178 Merregon.............................................. 179 Merrenoloth......................................... 180 Mindwitness......................................... 181 Moloch...................................................183 Molydeus............................................... 184 Morkoth................................................. 186 Mouth of Grolantor............................... 187 Nabassu................................................ 188 Nagpa................................................... 189 Narzugon.............................................. 190 Neogi Hatchling................................... 191 Neogi..................................................... 192 Neogi Master........................................ 192 Neothelid.............................................. 193 Nightwalker..........................................194 Nilbog................................................... 195 Nupperibo............................................. 196 Oblex Spawn.........................................197 Oblex, Adult.......................................... 198 Oblex, Elder..........................................199 Ogre Battering Ram........................... 200 Ogre Bolt Launcher............................. 200 Ogre Chain Brute................................ 201 Ogre Howdah.......................................201 Oinoloth............................................... 202 Orcus.................................................... 204 Orthon.................................................. 205 Phoenix................................................ 206 Quickling..............................................207 Redcap................................................. 208 Retriever.............................................. 209 Rutterkin............................................... 210 Sea Spawn........................................... 211 Shadar-Kai Gloom Weaver................. 213

4

Shadar-Kai Shadow Dancer............... 213 Shadar-Kai Soul Monger..................... 214 Shadow Mastiff.................................... 215 Shadow Mastiff Alpha......................... 215 Shoosuva.............................................. 216 Sibriex...................................................217 Skulk.................................................... 219 Skull Lord............................................ 220 Slithering Tracker............................... 221 Sorrowsworn, Angry........................... 222 Sorrowsworn, Hungry........................ 223 Sorrowsworn, Lonely.......................... 223 Sorrowsworn, Lost............................. 224 Sorrowsworn, Wretched..................... 224 Spawn of Kyuss................................... 225 Star Spawn Grue................................. 227 Star Spawn Hulk................................. 227 Star Spawn Larva Mage..................... 228 Star Spawn Mangier........................... 229 Star Spawn Seer................................. 230 Steeder, Female................................... 231 Steeder, Male....................................... 231 Steel Predator......................................232 Stone Cursed....................................... 233 Stone Giant Dreamwalker..................234 Storm Giant Quintessent.................... 235 Swarm of Rot Grubs............................237 Swashbuckler...................................... 238 Sword Wraith Commander................. 239 Sword Wraith Warrior........................ 239 Tanarukk..............................................240 Titivilus................................................ 242 Tlincalli................................................ 243 Tortle.................................................... 244 Tortle Druid......................................... 244 Trapper................................................. 245 Troll, Dire............................................. 246 Troll, Rot............................................... 247

Troll, Spirit........................................... 247 Troll, Venom......................................... 248 Ulitharid...............................................249 Vampiric Mist...................................... 250 Vargouille............................................. 251 Vegepygmy........................................... 252 Vegepygmy Chief................................. 253 Vegepygmy, Thorny............................. 253 War Priest............................................ 254 Warlock of the Archfey........................ 255 Warlock of the Fiend............................255 Warlock of the Great Old One............ 256 Warlord................................................ 257 Wastrilith..............................................258 Wizard, Apprentice............................. 259 Wizard, Abjurer................................... 260 Wizard, Conjurer................................. 260 Wizard, Diviner.................................... 261 Wizard, Enchanter.............................. 261 Wizard, Evoker..................................... 262 Wizard, Illusionist............................... 263 Wizard, Necromancer......................... 264 Wizard, Transmuter............................ 265 Wood Woad.......................................... 266 Xvart..................................................... 267 Xvart Warlock of Raxivort...................267 Yagnoloth..............................................268 Yeenoghu..............................................270 Yeth Hound.......................................... 271 Yuan-ti Anathema................................ 272 Yuan-ti Broodguard..............................273 Yuan-ti Mind Whisperer......................274 Yuan-ti Nightmare Speaker................ 275 Yuan-ti Pit Master................................ 276 Zaratan................................................. 278 Zariel.................................................... 280 Zuggtmoy..............................................282 Appendix: Monster Lists...................283

Using This Book

What You’ll Find Within

The multiverse of Dungeons & Dragons brims with peril, and many of the greatest dangers are monsters. A companion to the Monster Manual, this book collects monsters from many different planes of existence, each creature ready to imperil D&D he­ roes of different levels. The book also includes game statistics for nonplayer characters, who may assist or oppose the heroes, and an array of fantastical races for players to consider for their characters. The monsters and fantastical races in the follow­ ing chapters are accompanied by the occasional comments of the mighty wizard Mordenkainen, one of the most learned mages of the D&D world of Greyhawk. The archmage Tasha, Mordenkainen’s friendly rival, interjects as well. All together, the monsters, nonplayer characters, and fantastical races herein provide a host of new friends and foes to populate your D&D worlds.

race options for player characters, complementing the options in the Player’s Handbook and other D&D books. These races debuted elsewhere and appear all together for the first time here, each of them revised to fit into the current state of the game. Chapter 2, “Bestiary,” contains over 250 monsters and NPCs, each one represented by a stat block and story text. When you’re preparing to run an adventure as the DM, consider sprinkling these creatures into your games, mixing them with the monsters and NPCs from the Monster Manual. The creatures in this chapter fit seamlessly with the ones you use from other D&D books. Appendix, “Monster Lists,” makes it easy for you to find the right stat blocks for your adventures. This appendix lists the book’s monsters and NPCs by creature type, challenge rating, and environment.

USING THIS BOOK

Chapter 1, “Fantastical Races,” presents over 30

Fantastical Races ATHERING TOGETHER FANTASTICAL RACES

from throughout the D&D multiverse, this chapter offers the following races for player characters, supplementing the race options in the Player’s Handbook:

Creating Your Character At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race in this chapter, follow these additional rules during character creation.

Firbolg

Harengon

Shadar-kai

Aasimar

Genasi, Air

Hobgoblin

Shifter

Ability Score Increases

Bugbear

Genasi, Earth Kenku

Tabaxi

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Aarakocra

Kobold Genasi, Fire Genasi, Water Lizardfolk Minotaur Deep Gnome Githyanki

Centaur Changeling Duergar

Eladrin

Githzerai Goblin

Orc Satyr

Fairy

Goliath

Sea Elf

Tortle Triton Yuan-ti

Many of these races are based on creatures that appear in the Monster Manual or the bestiary of this book. Consult with your DM to see whether an op­ tion here is appropriate for your campaign. If you do use a race in this chapter, first read the “Creating Your Character” section below.

Languages Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Hand­ book offers a list of languages to choose from. The DM is free to modify that list for a campaign. CHAPTER 1 | FANTASTICAL RACES

5

Aarakocra

Creature Type Every creature in D&D, including each player char­ acter, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character’s creature type is. Here’s a list of the game’s creature types in al­ phabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adven­ ture. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race’s description.

Height

and

Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that hu­ mans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character. 6

CHAPTER 1 | FANTASTICAL RACES

A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wher­ ever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power. From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarako­ cra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often re­ sembling those of parrots or eagles.

Aarakocra Traits As an aarakocra, you have the following racial traits. Creature Type. You are a Humanoid. Size. Your size is Medium. Speed. Your walking speed is 30 feet. Flight. Because of your wings, you have a fly­ ing speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier slashing dam­ age, instead of the bludgeoning damage normal for an unarmed strike. Wind Caller. Starting at 3rd level, you can cast the gust of wind spell with this trait, without requir­ ing a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spell­ casting ability for it when you cast gust of wind with this trait (choose when you select this race).

Aasimar Whether descended from a celestial being or in­ fused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mor­ tals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasi­ mar Celestial Features table has examples you can choose or use as inspiration to create your own.

Aasimar Celestial Features d6

Celestial Feature

1

A dusting of metallic, white, or charcoal freckles

2

Metallic, luminous, or dark eyes

3

Starkly colored hair

4

An unusual hue tinting your shadow

5

A ghostly halo crowning your head

6

Rainbows gleaming on your skin

Aasimar Traits As an aasimar, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest. Light Bearer. You know the light cantrip. Cha­ risma is your spellcasting ability for it. Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. There­ after, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma mod­ ifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal dam­ age to it with an attack or a spell. The extra dam­ age equals your proficiency bonus. Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the dura­ tion, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your profi­ ciency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transfor­ mation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your profi­ ciency bonus.

Necrotic Shroud. Your eyes briefly become pools

of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than CHAPTER 1 | FANTASTICAL RACES

Bugbear Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the mul­ tiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god’s influence. They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.

Bugbear Traits As a bugbear, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid. Size. Your size is Medium.

8

CHAPTER 1 | FANTASTICAL RACES

Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60

feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condi­ tion on yourself. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature. Surprise Attack. If you hit a creature with an at­ tack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.

Centaur Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bod­ ies of horses.

Centaur Traits As a centaur, you have the following racial traits. Creature Type. You are a Fey. Size. Your size is Medium. Speed. Your walking speed is 40 feet. Charge. If you move at least 30 feet straight to­ ward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the nor­ mal 1 extra foot. Hooves. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier bludgeon­ ing damage, instead of the bludgeoning damage nor­ mal for an unarmed strike. Natural Affinity. Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

CHAPTER 1 I FANTASTICAL RACES

In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole per­ sonas complete with histories and beliefs. A change­ ling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be shared by multiple change­ lings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.

Changeling Traits

Changeling With ever-changing appearances, changelings re­ side in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or de­ light the downtrodden. io

CHAPTER 1 | FANTASTICAL RACES

As a changeling, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion. Shapechanger. As an action, you can change your appearance and your voice. You determine the spe­ cifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a mem­ ber of another race, though none of your game sta­ tistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Deep Gnome Deep gnomes, or svirfneblin, are natives of the Un­ derdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark. Like other gnomes, deep gnomes can live for cen­ turies, up to 500 years.

Deep Gnome Traits As a deep gnome, you have the following ra­ cial traits. Creature Type. You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome. Size. You are Small. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Gift of the Svirfneblin. Starting at 3rd level, you can cast the disguise self spell with this trait. Start­ ing at 5th level, you can also cast the nondetection spell with it, without requiring a material compo­ nent. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells us­ ing spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race). Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells. Svirfneblin Camouflage. When you make a Dex­ terity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. CHAPTER 1 | FANTASTICAL RACES

II

Duergar are dwarves whose ancestors were trans­ formed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were fur­ ther altered when mind flayers and other Aberra­ tions invaded and performed horrific experiments on them. Fueled by Underdark magic, those experi­ ments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond. Like other dwarves, duergar typically have a life span of 350 years.

Duergar Traits As a duergar, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf. Size. You are Medium. Speed. Your walking speed is 30 feet. 12

CHAPTER 1 | FANTASTICAL RACES

Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Duergar Magic. Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race). Dwarven Resilience. You have advantage on sav­ ing throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

CHRISTOPHER BRADLEY, ZUZANNA WUZYK

Duergar

Eladrin Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season. Like other elves, eladrin can live to be over 750 years old.

Eladrin Seasons d4

Season

1

Autumn: peace and goodwill, when summer’s har­

2

Winter: contemplation and dolor, when the vibrant

vest is shared with all energy of the world slumbers 3

Spring: cheerfulness and celebration, marked by

4

Summer: boldness and aggression, a time of un­

merriment and hope as winter’s sorrow passes fettered energy and calls to action

Eladrin Traits As an eladrin, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condi­ tion on yourself. Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your pro­ ficiency bonus + your Intelligence, Wisdom, or Cha­ risma modifier (choose when you select this race):

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. Keen Senses. You have proficiency in the Percep­

tion skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike medi­ tation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by draw­ ing them from shared elven memory, and you retain them until you finish your next long rest.

CHAPTER 1 | FANTASTICAL RACES

13

Fairy The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well. Infused with the magic of the Feywild, most fair­ ies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You’re also free to come up with your own char­ acteristic if none of the suggestions below fit your character. Fey Characteristics d8

Characteristic

1 2

Your wings are like those of a bird. You have shimmering, multicolored skin.

3

You have exceptionally large ears.

4

A glittering mist constantly surrounds you.

5

You have a small spectral horn on your forehead, like a little unicorn horn.

6

Your legs are insectile.

7

You smell like fresh brownies. A noticeable, harmless chill surrounds you.

8

Fairy Traits As a fairy, you have the following racial traits. Creature Type. You are a Fey. Size. You are Small. Speed. Your walking speed is 30 feet. Fairy Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appro­ priate level. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race). Flight. Because of your wings, you have a fly­ ing speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

14

CHAPTER 1 | FANTASTICAL RACES

Firbolg

Firbolg Traits

Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the fir­ bolgs’ souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest. A firbolg’s magic is an obscuring sort, which al­ lowed their ancestors to pass through a forest with­ out disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna. Firbolgs can live up to 500 years.

As a firbolg, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Firbolg Magic. You can cast the detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race). Hidden Step. As a bonus action, you can magi­ cally turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speech ofBeast and Leaf. You have the ability to communicate in a lim­ ited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

As a childl, I learned ihai playing hide-

and-seek wi+h disappearing jirbol^s is |un

|u+ile. TASHA

CHAPTER 1 | FANTASTICAL RACES

15

to

Right: Earth Genasi, Water Genasi, Fire Genasi, ano Air Genasi

Genasi Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a ge­ nie’s magic. A typical genasi has a life span of 120 years.

Air Genasi Traits Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the winds. Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor. As an air genasi, you have the following traits. jg

CHAPTER 1 | FANTASTICAL RACES

Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 35 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Unending Breath. You can hold your breath indef­ initely while you’re not incapacitated. Lightning Resistance. You have resistance to lightning damage. Mingle with the Wind. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without re­ quiring a material component. Once you cast feather fall or levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race).

ILAUDIO POZAS

Left

Earth Genasi Traits Tracing their ancestry to dao, the genies of the El­ emental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. As an earth genasi, you have the following traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor. Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a mate­ rial component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race).

Fire Genasi Traits Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. As a fire genasi, you have the following traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness

as if it were dim light. You discern colors in that darkness only as shades of gray. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can cast the burn­ ing hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appro­ priate level. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race).

Water Genasi Traits Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves. Their skin is often shades of blue or green, some­ times a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself. As a water genasi, you have the following traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Acid Resistance. You have resistance to acid damage. Amphibious. You can breathe air and water. Call to the Wave. You know the acid splash can­ trip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

CHAPTER 1 | FANTASTICAL RACES

Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that time­ less, silvery realm, githyanki honed their psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood. A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds. Githyanki who reside in the Astral Plane can live indefinitely.

Githyanki Traits As a githyanki, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. j8

CHAPTER 1 | FANTASTICAL RACES

Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook, as you momentarily project your consciousness into the Astral Plane. These profi­ ciencies last until the end of your next long rest. Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast the misty step spell with it. Once you cast jump or misty step with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait. Psychic Resilience. You have resistance to psy­ chic damage.

Githzerai Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collaps­ ing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse. Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds.

Githzerai Traits As a githzerai, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet.

Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the shield spell with this trait. Starting at 5th level, you can also cast the detect thoughts spell with it. Once you cast shield or detect thoughts with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell­ casting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait. Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself. Psychic Resilience. You have resistance to psy­ chic damage.

Goblin A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, es­ caping the plots of both archfey and gods.

Goblin Traits As a goblin, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Size. You are Small. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60

feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condi­ tion on yourself. Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Goliath The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors’ mountainous home, goliaths stand be­ tween 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone.

Goliath Traits As a goliath, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Little Giant. You have proficiency in the Athletics skill, and you count as one size larger when deter­ mining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You have resistance to cold dam­ age. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes eleva­ tions above 20,000 feet. Stone’s Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a dl2. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

2i

22

Harengon

Harengon Traits

Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s exuberance with them and learning new languages as they went. Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

As a harengon, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Hare-Trigger. You can add your proficiency bonus to your initiative rolls. Leporine Senses. You have proficiency in the Per­ ception skill. Lucky Footwork. When you fail a Dexterity sav­ ing throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0. Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

CHAPTER 1 | FANTASTICAL RACES

Hobgoblin Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast hobgoblin legions have emerged, with ranks of devoted sol­ diers famed for their unity. Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn bright red • or blue during displays of emotion.

Hobgoblin Traits As a hobgoblin, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condi­ tion on yourself. Fey Gift. You can use this trait to take the Help ac­ tion as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:

Hospitality. You and the creature you help each gain a number of temporary hit points equal to ld6 plus your proficiency bonus. Passage. You and the creature you help each in­ crease your walking speeds by 10 feet until the start of your next turn. Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next at­ tack roll it makes within the next minute.

Fortune from the Many. If you miss with an at­ tack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all ex­ pended uses when you finish a long rest. CHAPTER 1 | FANTASTICAL RACES

23

Kenku Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the mul­ tiverse to observe and catalog its many wonders. Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens.

Kenku Traits As a kenku, you have the following racial traits. Creature Type. You are a Humanoid. Size. Your size is Medium or Small. You choose the size when you select this race.

24

CHAPTER 1 | FANTASTICAL RACES

Speed. Your walking speed is 30 feet. Expert Duplication. When you copy writing or

craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Kobold Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ances­ try in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how danger­ ous those dragons can be and help others defend against draconic destruction. Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occa­ sional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power.

Kobold Traits As a kobold, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Small. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advan­ tage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you re­ gain all expended uses when you finish a long rest. Kobold Legacy. Kobolds’ connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold:

Craftiness. You have proficiency in one of the fol­ lowing skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival. Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself. Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

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Lizardfolk The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. De­ spite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Ma­ terial Plane to guard its natural wonders. Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial fea­ tures are as varied as those of lizards.

Lizardfolk Traits As a lizardfolk, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

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CHAPTER 1 | FANTASTICAL RACES

Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals ld6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Hold Breath. You can hold your breath for up to 15 minutes at a time. HungryJaws. You can throw yourself into a feed­ ing frenzy. As a bonus action, you can make a spe­ cial attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Nature's Intuition. Thanks to your mystical con­ nection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Minotaur Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes. Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle. Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.

Minotaur Traits As a minotaur, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action. Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. Labyrinthine Recall. You always know which di­ rection is north, and you have advantage on any Wis­ dom (Survival) check you make to navigate or track. CHAPTER 1 | FANTASTICAL RACES

Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his tough­ ness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground. On some worlds, such as Eberron, orcs were among the first defenders of the natural order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.

Orc Traits As an orc, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet.

Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you re­ gain all expended uses when you finish a long rest. Whenever you use this trait, you gain a num­ ber of temporary hit points equal to your profi­ ciency bonus. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.

Satyr Originating in the Feywild—a realm of pure emo­ tion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to de­ light, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.

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Satyr Traits As a satyr, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium. Speed. Your walking speed is 35 feet.

Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Magic Resistance. You have advantage on saving throws against spells. Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

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Elves of Many Realms Created by the god Corelion, the first elves were Fey beings who cavorted on various planes of existence, changing their physical forms at will. Outside the glory of Arvandor, their favorite place was the Feywild—a realm of unbridled passion. It was to that place of splendors that elves fled after they were exiled from Corellon’s presence for plotting with their god’s rival, Lolth. And it was there that they transformed from Fey creatures into Humanoids and lost their ability to shape-shift at will. Afterward, they often wept as they realized what they had lost, their sorrow made even deeper by the Feywild’s influence. But in the Feywild, they also discovered the potential joys of being people of fixed forms, and they rediscovered hope once they renounced Lolth’s treachery. Most elves eventually spread from the Feywild to other worlds, as wanderlust and curiosity drove them to the far reaches of the multiverse. In those other worlds, elves developed the physical forms now as­ sociated with them. Because of their original mutable nature, each group of elves mystically took on charac­ teristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow), the Shadowfell (shadar-kai), the Feywild (eladrin), or oceans (sea elves). In some places, Corellon has passed from elves’ memory, but the god’s blood flows within them still, even if they know nothing of its source. That blood is what causes them to evolve after spending centuries connected to a particular environment, so it is only a matter of time before other kinds of elves emerge.

Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water. Like other elves, sea elves can live to be over 750 years old.

Sea Elf Traits As a sea elf, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold damage. 30

CHAPTER 1 | FANTASTICAL RACES

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condi­ tion on yourself. Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. Keen Senses. You have proficiency in the Percep­ tion skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike medi­ tation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Shadar-kai Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies. Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy. Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane. Like other elves, shadar-kai can live to be over 750 years old.

Shadar-kai Traits As a shadar-kai, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. Size. You are Medium.